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Re: [HoE] I Ran Killer Clowns - Finally!
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Hmm...sounds like you had a pretty powerful posse and handled it as best you could. The adventure is honestly set up to drain the heroes of Fate Chips prior to the final encounter. Dempsey by himself isn't that powerful--but Dempsey facing a posse without any Fate Chips is. Especially since, as a Deadland, you get to draw 3 Fate Chips yourself at the start of each battle.
Personally, I used those extra chips not to keep the clowns, etc., alive, but to make sure I hit the heroes a couple of times in combat. And, since (if you're using the revised rules) you can now spend them on Strength rolls for damage, I chugged one or two into there as well just to make it sting. :-)
The martial artist sounds like he had a field day--and I have to be honest, although they're certainly fair game, I didn't consider the possibility of DL ABs in the adventure (a blessed can _really_ hose a HOE adventure, we've found). However, did you take into account the clowns' AV 2 when he was striking them. Short of using a fu power, he probably couldn't damage them since he's using a natural (weaponless) attack?
Although the rules don't currently address whether you get bonus dice for noggin'/gizzard shots with martial arts...
Hmm...you've given me a point to consider for Hexarcana. Thanks!
John